1 | /* $Id: vb.h,v 1.2 2000-05-23 20:34:59 jeroen Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.3
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 |
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29 |
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30 |
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31 | /* OVERVIEW:
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32 | *
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33 | * The vertices between glBegin() and glEnd() are accumulated in the
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34 | * vertex buffer. When either the vertex buffer becomes filled or a
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35 | * state change outside the glBegin()/glEnd() is made, we must flush
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36 | * the buffer.
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37 | *
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38 | * That is, we apply the vertex transformations, compute lighting,
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39 | * fog, texture coordinates etc. Then, we can render the vertices as
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40 | * points, lines or polygons by calling the gl_render_vb() function in
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41 | * render.c
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42 | *
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43 | * When we're outside of a glBegin/glEnd pair the information in this
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44 | * structure is retained pending either of the flushing events
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45 | * described above.
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46 | */
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47 |
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48 | #ifndef VB_H
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49 | #define VB_H
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50 |
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51 |
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52 | #ifdef HAVE_CONFIG_H
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53 | #include "conf.h"
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54 | #endif
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55 |
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56 | #include "vector.h"
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57 | #include "matrix.h"
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58 | #include "config.h"
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59 |
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60 |
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61 | enum {
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62 | VB_IMMEDIATE,
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63 | VB_CVA_PRECALC
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64 | };
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65 |
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66 |
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67 |
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68 | /*
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69 | */
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70 | struct vertex_data
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71 | {
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72 | GLfloat (*Obj)[4];
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73 | GLfloat (*Normal)[3];
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74 | GLubyte (*Color)[4];
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75 | GLuint *Index;
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76 | GLubyte *EdgeFlag;
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77 | GLfloat (*TexCoord[MAX_TEXTURE_UNITS])[4];
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78 | GLuint *Elt;
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79 | };
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80 |
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81 | struct vertex_arrays
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82 | {
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83 | GLvector4f Obj;
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84 | GLvector3f Normal;
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85 | GLvector4ub Color;
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86 | GLvector1ui Index;
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87 | GLvector1ub EdgeFlag;
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88 | GLvector4f TexCoord[MAX_TEXTURE_UNITS];
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89 | GLvector1ui Elt;
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90 | };
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91 |
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92 | struct vertex_array_pointers
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93 | {
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94 | GLvector4f *Obj;
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95 | GLvector3f *Normal;
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96 | GLvector4ub *Color;
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97 | GLvector1ui *Index;
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98 | GLvector1ub *EdgeFlag;
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99 | GLvector4f *TexCoord[MAX_TEXTURE_UNITS];
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100 | GLvector1ui *Elt;
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101 | };
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102 |
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103 |
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104 | /* Move to using pointers to this struct in the immediate structs -
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105 | * this is too big to keep 94 unused copies (7K) lying around in
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106 | * display lists.
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107 | */
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108 | struct gl_material
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109 | {
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110 | GLfloat Ambient[4];
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111 | GLfloat Diffuse[4];
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112 | GLfloat Specular[4];
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113 | GLfloat Emission[4];
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114 | GLfloat Shininess;
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115 | GLfloat AmbientIndex; /* for color index lighting */
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116 | GLfloat DiffuseIndex; /* for color index lighting */
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117 | GLfloat SpecularIndex; /* for color index lighting */
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118 | };
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119 |
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120 |
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121 | /* KW: Represents everything that can take place between a begin and
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122 | * end, and can represent multiple begin/end pairs. This plus *any*
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123 | * state variable (GLcontext) should be all you need to replay the
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124 | * represented begin/end pairs as if they took place in that state.
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125 | *
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126 | * Thus this is sufficient for both immediate and compiled modes, but
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127 | * we could/should throw some elements away for compiled mode if we
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128 | * know they were empty.
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129 | */
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130 | struct immediate
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131 | {
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132 | struct immediate *next; /* for cache of free IM's */
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133 | GLuint id, ref_count;
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134 |
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135 | /* This must be saved when immediates are shared in display lists.
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136 | */
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137 | GLuint Start, Count;
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138 | GLuint LastData; /* count or count+1 */
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139 | GLuint AndFlag, OrFlag, BeginState;
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140 | GLuint LastPrimitive;
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141 |
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142 | GLuint ArrayAndFlags; /* precalc'ed for glArrayElt */
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143 | GLuint ArrayIncr;
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144 | GLuint ArrayEltFlush;
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145 | GLuint FlushElt;
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146 |
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147 | GLuint TF1[2]; /* precalc'ed for glTexCoord */
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148 | GLuint TF2[2];
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149 | GLuint TF3[2];
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150 | GLuint TF4[2];
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151 |
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152 | GLuint Primitive[VB_SIZE]; /* GLubyte would do... */
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153 | GLuint NextPrimitive[VB_SIZE];
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154 |
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155 | /* allocate storage for these on demand:
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156 | */
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157 | struct gl_material (*Material)[2];
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158 | GLuint *MaterialMask;
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159 |
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160 | GLfloat (*TexCoordPtr[MAX_TEXTURE_UNITS])[4];
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161 |
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162 | struct vertex_arrays v;
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163 |
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164 | struct gl_context *backref;
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165 | void (*maybe_transform_vb)( struct immediate * );
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166 |
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167 | /* Normal lengths, zero if not available.
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168 | */
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169 | GLfloat *NormalLengths;
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170 | GLuint LastCalcedLength;
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171 |
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172 | GLuint Flag[VB_SIZE];
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173 | GLubyte Color[VB_SIZE][4];
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174 | GLfloat Obj[VB_SIZE][4];
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175 | GLfloat Normal[VB_SIZE][3];
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176 | GLfloat TexCoord[MAX_TEXTURE_UNITS][VB_SIZE][4];
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177 | GLuint Elt[VB_SIZE];
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178 | GLubyte EdgeFlag[VB_SIZE];
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179 | GLuint Index[VB_SIZE];
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180 | };
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181 |
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182 |
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183 |
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184 |
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185 | /* Not so big on storage these days, although still has pointers to
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186 | * arrays used for temporary results.
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187 | */
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188 | struct vertex_buffer
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189 | {
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190 | /* Pointers to enable multiple vertex_buffers - required for
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191 | * CVA, should also be useful for the PMesa people.
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192 | *
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193 | * Driver_data is alloc'ed in Driver.RegisterVB(), if required.
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194 | */
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195 | struct gl_context *ctx;
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196 | struct gl_pipeline *pipeline;
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197 | void *driver_data;
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198 |
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199 |
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200 | /* Data easily accessible by immediate mode fuctions: There is no
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201 | * guarentee on the driver side that processed data will end up or
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202 | * even pass through here. Use the GLvector pointers below.
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203 | *
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204 | * If we are not compiling, ctx->input points to this struct, in which
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205 | * case the values will be scribbled during transform_vb.
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206 | */
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207 | struct immediate *IM;
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208 | struct vertex_array_pointers store;
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209 |
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210 | /* Where to find outstanding untransformed vertices.
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211 | */
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212 | struct immediate *prev_buffer;
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213 |
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214 |
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215 | GLuint Type;
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216 | GLuint Size, Start, Count;
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217 | GLuint Free, FirstFree;
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218 | GLuint CopyStart;
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219 | GLuint Parity, Ovf;
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220 | GLuint PurgeFlags;
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221 | GLuint IndirectCount; /* defaults to count */
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222 | GLuint OrFlag, SavedOrFlag;
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223 | GLuint EarlyCull;
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224 | GLuint Culled, CullDone;
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225 |
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226 | /* Pointers to input data - default to buffers in 'im' above.
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227 | */
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228 | GLvector4f *ObjPtr;
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229 | GLvector3f *NormalPtr;
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230 | GLvector4ub *ColorPtr;
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231 | GLvector1ui *IndexPtr;
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232 | GLvector1ub *EdgeFlagPtr;
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233 | GLvector4f *TexCoordPtr[MAX_TEXTURE_UNITS];
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234 | GLvector1ui *EltPtr;
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235 | GLuint *Flag, FlagMax;
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236 | struct gl_material (*Material)[2];
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237 | GLuint *MaterialMask;
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238 |
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239 | GLuint *NextPrimitive;
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240 | GLuint *Primitive;
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241 | GLuint LastPrimitive;
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242 |
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243 | GLfloat (*BoundsPtr)[3]; /* Bounds for cull check */
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244 | GLfloat *NormalLengthPtr; /* Array of precomputed inv. normal lengths */
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245 |
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246 |
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247 | /* Holds malloced storage for pipeline data not supplied by
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248 | * the immediate struct.
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249 | */
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250 | GLvector4f Eye;
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251 | GLvector4f Clip;
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252 | GLvector4f Win;
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253 | GLvector4ub BColor; /* not used in cva */
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254 | GLvector1ui BIndex; /* not used in cva */
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255 | GLubyte (*Specular)[4];
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256 | GLubyte (*Spec[2])[4];
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257 |
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258 | /* Temporary storage - may point into IM, or be dynamically
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259 | * allocated (for cva).
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260 | */
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261 | GLubyte *ClipMask;
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262 | GLubyte *UserClipMask;
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263 |
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264 | /* Internal values. Where these point depends on whether
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265 | * there were any identity matrices defined as transformations
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266 | * in the pipeline.
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267 | */
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268 | GLvector4f *EyePtr;
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269 | GLvector4f *ClipPtr;
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270 | GLvector4f *Unprojected;
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271 | GLvector4f *Projected;
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272 | GLvector4f *CurrentTexCoord;
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273 | GLuint *Indirect; /* For eval rescue and cva render */
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274 |
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275 |
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276 | /* Currently active colors
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277 | */
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278 | GLvector4ub *Color[2];
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279 | GLvector1ui *Index[2];
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280 |
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281 | /* Storage for colors which have been lit but not yet fogged.
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282 | * Required for CVA, just point into store for normal VB's.
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283 | */
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284 | GLvector4ub *LitColor[2];
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285 | GLvector1ui *LitIndex[2];
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286 | GLvector4ub *FoggedColor[2];
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287 | GLvector1ui *FoggedIndex[2];
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288 |
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289 |
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290 | /* Temporary values used in texgen.
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291 | */
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292 | GLfloat (*tmp_f)[3];
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293 | GLfloat *tmp_m;
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294 |
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295 | /* Temporary values used in eval.
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296 | */
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297 | GLuint *EvaluatedFlags;
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298 |
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299 | /* Not used for cva:
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300 | */
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301 | GLubyte *NormCullStart;
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302 | GLubyte *CullMask; /* Results of vertex culling */
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303 | GLubyte *NormCullMask; /* Compressed onto shared normals */
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304 |
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305 |
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306 | GLubyte ClipOrMask; /* bitwise-OR of all ClipMask[] values */
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307 | GLubyte ClipAndMask; /* bitwise-AND of all ClipMask[] values */
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308 | GLubyte CullFlag[2];
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309 | GLubyte CullMode; /* see flags below */
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310 |
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311 | GLuint CopyCount; /* max 3 vertices to copy after transform */
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312 | GLuint Copy[3];
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313 | GLfloat CopyProj[3][4]; /* temporary store for projected clip coords */
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314 | };
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315 |
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316 |
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317 | extern struct vertex_buffer *gl_alloc_vb( GLcontext *ctx );
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318 | extern struct immediate *gl_alloc_immediate( GLcontext *ctx );
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319 | extern void gl_free_immediate( struct immediate *im );
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320 |
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321 | extern struct vertex_buffer *gl_vb_create_for_immediate( GLcontext *ctx );
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322 | extern struct vertex_buffer *gl_vb_create_for_cva( GLcontext *ctx,
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323 | GLuint size );
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324 | extern void gl_vb_free( struct vertex_buffer * );
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325 | extern struct immediate *gl_immediate_alloc( GLcontext *ctx );
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326 | extern void gl_immediate_free( struct immediate *im );
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327 |
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328 |
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329 | #endif
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330 |
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